2016-03-27 11:49:47 +02:00
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/*
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===========================================================================
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2023-04-30 00:02:16 +02:00
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Copyright (C) 2023 the OpenMoHAA team
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2016-03-27 11:49:47 +02:00
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2023-04-30 00:02:16 +02:00
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This file is part of OpenMoHAA source code.
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2016-03-27 11:49:47 +02:00
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2023-04-30 00:02:16 +02:00
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OpenMoHAA source code is free software; you can redistribute it
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2016-03-27 11:49:47 +02:00
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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2023-04-30 00:02:16 +02:00
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OpenMoHAA source code is distributed in the hope that it will be
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2016-03-27 11:49:47 +02:00
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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2023-04-30 00:02:16 +02:00
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along with OpenMoHAA source code; if not, write to the Free Software
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2016-03-27 11:49:47 +02:00
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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2023-04-30 00:02:16 +02:00
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// DESCRIPTION:
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// things that happen on snapshot transition, not necessarily every
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// single frame
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2016-03-27 11:49:47 +02:00
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2023-04-30 00:02:16 +02:00
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#include "cg_local.h"
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2016-03-27 11:49:47 +02:00
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/*
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==================
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CG_ResetEntity
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==================
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*/
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static void CG_ResetEntity( centity_t *cent ) {
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2023-04-30 00:02:16 +02:00
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2016-03-27 11:49:47 +02:00
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VectorCopy (cent->currentState.origin, cent->lerpOrigin);
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2023-04-30 00:02:16 +02:00
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2016-03-27 11:49:47 +02:00
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VectorCopy (cent->currentState.angles, cent->lerpAngles);
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2023-04-30 00:02:16 +02:00
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// if we just teleported, all we care about is the position and orientation information
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if ( cent->teleported )
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{
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cent->teleported = qfalse;
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return;
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}
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// reset local color
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cent->client_color[ 0 ] = 1;
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cent->client_color[ 1 ] = 1;
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cent->client_color[ 2 ] = 1;
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cent->client_color[ 3 ] = 1;
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// Make sure entity starts with no loop sound
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cent->tikiLoopSound = 0;
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// Reset client flags
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cent->clientFlags = 0;
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// Reset splash info
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cent->splash_last_spawn_time = 0;
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cent->splash_still_count = -1;
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// reset client command
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CG_RemoveClientEntity( cent->currentState.number, cgs.model_tiki[ cent->currentState.modelindex ], cent );
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// reset the animation for the entities
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if ( cent->currentState.eType < ET_GENERAL )
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{
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CG_ClearModelAnimation( cgs.model_tiki[ cent->currentState.modelindex ],
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¢->am, cent->currentState.anim,
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cg.snap->serverTime,
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cent->lerpOrigin,
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cent->currentState.number
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);
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CG_ClearModelAnimation( cgs.model_tiki[ cent->currentState.modelindex ],
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¢->torso_am, cent->currentState.torso_anim,
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cg.snap->serverTime,
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cent->lerpOrigin,
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cent->currentState.number
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);
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}
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2016-03-27 11:49:47 +02:00
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if ( cent->currentState.eType == ET_PLAYER ) {
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CG_ResetPlayerEntity( cent );
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}
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}
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/*
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===============
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CG_TransitionEntity
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cent->nextState is moved to cent->currentState and events are fired
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===============
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*/
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static void CG_TransitionEntity( centity_t *cent )
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{
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2016-03-27 11:49:47 +02:00
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cent->currentState = cent->nextState;
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cent->currentValid = qtrue;
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// reset if the entity wasn't in the last frame or was teleported
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if ( !cent->interpolate ) {
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CG_ResetEntity( cent );
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}
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// clear the next state. if will be set by the next CG_SetNextSnap
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cent->interpolate = qfalse;
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2023-04-30 00:02:16 +02:00
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// reset the teleported state
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cent->teleported = qfalse;
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if ( cent->currentState.eType == ET_EVENTS )
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{
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CG_Event( cent );
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}
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}
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2016-03-27 11:49:47 +02:00
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/*
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==================
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CG_SetInitialSnapshot
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This will only happen on the very first snapshot, or
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on tourney restarts. All other times will use
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CG_TransitionSnapshot instead.
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==================
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*/
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void CG_SetInitialSnapshot( snapshot_t *snap ) {
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int i;
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centity_t *cent;
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entityState_t *state;
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cg.snap = snap;
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// sort out solid entities
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CG_BuildSolidList();
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CG_ExecuteNewServerCommands( snap->serverCommandSequence );
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for ( i = 0 ; i < cg.snap->numEntities ; i++ ) {
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state = &cg.snap->entities[ i ];
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cent = &cg_entities[ state->number ];
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2023-04-30 00:02:16 +02:00
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cent->currentState = *state;
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2016-03-27 11:49:47 +02:00
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cent->interpolate = qfalse;
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cent->currentValid = qtrue;
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CG_ResetEntity( cent );
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}
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2023-04-30 00:02:16 +02:00
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cgi.MUSIC_UpdateMood( snap->ps.current_music_mood, snap->ps.fallback_music_mood );
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cgi.MUSIC_UpdateVolume( snap->ps.music_volume, snap->ps.music_volume_fade_time );
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cgi.S_SetReverb( snap->ps.reverb_type, snap->ps.reverb_level );
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2016-03-27 11:49:47 +02:00
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}
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/*
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===================
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CG_TransitionSnapshot
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The transition point from snap to nextSnap has passed
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===================
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*/
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static void CG_TransitionSnapshot( void ) {
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centity_t *cent;
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snapshot_t *oldFrame;
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qboolean differentServer;
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2016-03-27 11:49:47 +02:00
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int i;
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if ( !cg.snap ) {
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cgi.Error( ERR_DROP, "CG_TransitionSnapshot: NULL cg.snap" );
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2016-03-27 11:49:47 +02:00
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}
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if ( !cg.nextSnap ) {
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cgi.Error( ERR_DROP, "CG_TransitionSnapshot: NULL cg.nextSnap" );
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2016-03-27 11:49:47 +02:00
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}
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// execute any server string commands before transitioning entities
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CG_ExecuteNewServerCommands( cg.nextSnap->serverCommandSequence );
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// clear the currentValid flag for all entities in the existing snapshot
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for ( i = 0 ; i < cg.snap->numEntities ; i++ ) {
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cent = &cg_entities[ cg.snap->entities[ i ].number ];
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cent->currentValid = qfalse;
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}
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2016-03-27 11:49:47 +02:00
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// move nextSnap to snap and do the transitions
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oldFrame = cg.snap;
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cg.snap = cg.nextSnap;
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2023-04-30 00:02:16 +02:00
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// if restarted, teleport and no camera lerp
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if ( ( oldFrame->snapFlags ^ cg.snap->snapFlags ) & SNAPFLAG_SERVERCOUNT )
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{
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CG_ServerRestarted();
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differentServer = qtrue;
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}
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else
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{
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differentServer = qfalse;
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}
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//FAKK: Commented out to make our stuff work
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//cg_entities[ cg.snap->ps.clientNum ].interpolate = qfalse;
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2016-03-27 11:49:47 +02:00
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for ( i = 0 ; i < cg.snap->numEntities ; i++ ) {
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cent = &cg_entities[ cg.snap->entities[ i ].number ];
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2023-04-30 00:02:16 +02:00
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if ( differentServer )
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{
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cent->interpolate = qfalse;
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cent->teleported = qfalse;
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}
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2016-03-27 11:49:47 +02:00
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CG_TransitionEntity( cent );
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}
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2023-04-30 00:02:16 +02:00
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for ( i = 0 ; i < cg.snap->number_of_sounds ; i++ )
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{
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CG_ProcessSound( &cg.snap->sounds[ i ] );
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2016-03-27 11:49:47 +02:00
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}
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cg.nextSnap = NULL;
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// check for playerstate transition events
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2023-04-30 00:02:16 +02:00
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if ( oldFrame )
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{
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2016-03-27 11:49:47 +02:00
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playerState_t *ops, *ps;
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ops = &oldFrame->ps;
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ps = &cg.snap->ps;
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2023-04-30 00:02:16 +02:00
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2016-03-27 11:49:47 +02:00
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// teleporting checks are irrespective of prediction
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2023-04-30 00:02:16 +02:00
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if ( ps->pm_flags & PMF_TIME_TELEPORT ) {
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cg.thisFrameTeleport = qtrue;
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}
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if ( ( ops->current_music_mood != ps->current_music_mood ) || ( ops->fallback_music_mood != ps->fallback_music_mood ) )
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cgi.MUSIC_UpdateMood( ps->current_music_mood, ps->fallback_music_mood );
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if ( ( ops->music_volume != ps->music_volume ) || ( ops->music_volume_fade_time != ps->music_volume_fade_time ) )
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cgi.MUSIC_UpdateVolume( ps->music_volume, ps->music_volume_fade_time );
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if ( ( ops->reverb_type != ps->reverb_type ) || ( ops->reverb_level != ps->reverb_level ) )
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cgi.S_SetReverb( ps->reverb_type, ps->reverb_level );
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2016-03-27 11:49:47 +02:00
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// if we are not doing client side movement prediction for any
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// reason, then the client events and view changes will be issued now
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2023-04-30 00:02:16 +02:00
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if
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(
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cg.demoPlayback ||
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( cg.snap->ps.pm_flags & PMF_NO_PREDICTION ) ||
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cg_nopredict->integer ||
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cg_syncronousClients->integer
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)
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{
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2016-03-27 11:49:47 +02:00
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CG_TransitionPlayerState( ps, ops );
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}
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}
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2016-03-27 11:49:47 +02:00
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}
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/*
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===================
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CG_SetNextSnap
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A new snapshot has just been read in from the client system.
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===================
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*/
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static void CG_SetNextSnap( snapshot_t *snap ) {
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int num;
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entityState_t *es;
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centity_t *cent;
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cg.nextSnap = snap;
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cg_entities[ cg.snap->ps.clientNum ].interpolate = qtrue;
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// check for extrapolation errors
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for ( num = 0 ; num < snap->numEntities ; num++ ) {
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es = &snap->entities[num];
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cent = &cg_entities[ es->number ];
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2023-04-30 00:02:16 +02:00
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cent->nextState = *es;
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2016-03-27 11:49:47 +02:00
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// if this frame is a teleport, or the entity wasn't in the
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// previous frame, don't interpolate
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2023-04-30 00:02:16 +02:00
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if (
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!cent->currentValid ||
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( ( cent->currentState.eFlags ^ es->eFlags ) & EF_TELEPORT_BIT ) ||
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( cent->currentState.parent != es->parent ) ||
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( cent->currentState.modelindex != es->modelindex )
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) {
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2016-03-27 11:49:47 +02:00
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cent->interpolate = qfalse;
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2023-04-30 00:02:16 +02:00
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// if this isn't the first frame and we have valid data, set the teleport flag
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if ( cent->currentValid )
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{
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cent->teleported = qtrue;
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}
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2016-03-27 11:49:47 +02:00
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} else {
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cent->interpolate = qtrue;
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}
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}
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// if the next frame is a teleport for the playerstate, we
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// can't interpolate during demos
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2023-04-30 00:02:16 +02:00
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if ( cg.snap && ( snap->ps.pm_flags & PMF_TIME_TELEPORT ) ) {
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cg.nextFrameTeleport = qtrue;
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} else {
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2016-03-27 11:49:47 +02:00
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cg.nextFrameTeleport = qfalse;
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}
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// if changing follow mode, don't interpolate
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if ( cg.nextSnap->ps.clientNum != cg.snap->ps.clientNum ) {
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cg.nextFrameTeleport = qtrue;
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}
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2023-04-30 00:02:16 +02:00
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// if the camera cut bit changed, than the next frame is a camera cut
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if (
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( cg.nextSnap->ps.camera_flags & CF_CAMERA_CUT_BIT ) !=
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( cg.snap->ps.camera_flags & CF_CAMERA_CUT_BIT )
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) {
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cg.nextFrameCameraCut = qtrue;
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} else {
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cg.nextFrameCameraCut = qfalse;
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}
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2016-03-27 11:49:47 +02:00
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// if changing server restarts, don't interpolate
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if ( ( cg.nextSnap->snapFlags ^ cg.snap->snapFlags ) & SNAPFLAG_SERVERCOUNT ) {
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2023-04-30 00:02:16 +02:00
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// reset the camera
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cg.lastCameraTime = -1;
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2016-03-27 11:49:47 +02:00
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cg.nextFrameTeleport = qtrue;
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}
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2023-04-30 00:02:16 +02:00
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2016-03-27 11:49:47 +02:00
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// sort out solid entities
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CG_BuildSolidList();
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}
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/*
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========================
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CG_ReadNextSnapshot
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This is the only place new snapshots are requested
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|
|
|
This may increment cgs.processedSnapshotNum multiple
|
|
|
|
times if the client system fails to return a
|
|
|
|
valid snapshot.
|
|
|
|
========================
|
|
|
|
*/
|
|
|
|
static snapshot_t *CG_ReadNextSnapshot( void ) {
|
|
|
|
qboolean r;
|
|
|
|
snapshot_t *dest;
|
|
|
|
|
|
|
|
if ( cg.latestSnapshotNum > cgs.processedSnapshotNum + 1000 ) {
|
2023-04-30 00:02:16 +02:00
|
|
|
cgi.Error( ERR_DROP, "CG_ReadNextSnapshot: way out of range, %i > %i",
|
2016-03-27 11:49:47 +02:00
|
|
|
cg.latestSnapshotNum, cgs.processedSnapshotNum );
|
|
|
|
}
|
|
|
|
|
|
|
|
while ( cgs.processedSnapshotNum < cg.latestSnapshotNum ) {
|
|
|
|
// decide which of the two slots to load it into
|
|
|
|
if ( cg.snap == &cg.activeSnapshots[0] ) {
|
|
|
|
dest = &cg.activeSnapshots[1];
|
|
|
|
} else {
|
|
|
|
dest = &cg.activeSnapshots[0];
|
|
|
|
}
|
|
|
|
|
|
|
|
// try to read the snapshot from the client system
|
|
|
|
cgs.processedSnapshotNum++;
|
|
|
|
r = cgi.GetSnapshot( cgs.processedSnapshotNum, dest );
|
|
|
|
|
|
|
|
// if it succeeded, return
|
|
|
|
if ( r ) {
|
|
|
|
CG_AddLagometerSnapshotInfo( dest );
|
|
|
|
return dest;
|
|
|
|
}
|
|
|
|
|
|
|
|
// a GetSnapshot will return failure if the snapshot
|
|
|
|
// never arrived, or is so old that its entities
|
|
|
|
// have been shoved off the end of the circular
|
|
|
|
// buffer in the client system.
|
|
|
|
|
|
|
|
// record as a dropped packet
|
|
|
|
CG_AddLagometerSnapshotInfo( NULL );
|
|
|
|
|
|
|
|
// If there are additional snapshots, continue trying to
|
|
|
|
// read them.
|
|
|
|
}
|
|
|
|
|
|
|
|
// nothing left to read
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
============
|
|
|
|
CG_ProcessSnapshots
|
|
|
|
|
|
|
|
We are trying to set up a renderable view, so determine
|
|
|
|
what the simulated time is, and try to get snapshots
|
|
|
|
both before and after that time if available.
|
|
|
|
|
|
|
|
If we don't have a valid cg.snap after exiting this function,
|
|
|
|
then a 3D game view cannot be rendered. This should only happen
|
|
|
|
right after the initial connection. After cg.snap has been valid
|
|
|
|
once, it will never turn invalid.
|
|
|
|
|
|
|
|
Even if cg.snap is valid, cg.nextSnap may not be, if the snapshot
|
|
|
|
hasn't arrived yet (it becomes an extrapolating situation instead
|
|
|
|
of an interpolating one)
|
|
|
|
|
|
|
|
============
|
|
|
|
*/
|
|
|
|
void CG_ProcessSnapshots( void ) {
|
|
|
|
snapshot_t *snap;
|
|
|
|
int n;
|
|
|
|
|
|
|
|
// see what the latest snapshot the client system has is
|
|
|
|
cgi.GetCurrentSnapshotNumber( &n, &cg.latestSnapshotTime );
|
|
|
|
if ( n != cg.latestSnapshotNum ) {
|
|
|
|
if ( n < cg.latestSnapshotNum ) {
|
|
|
|
// this should never happen
|
2023-04-30 00:02:16 +02:00
|
|
|
cgi.Error( ERR_DROP, "CG_ProcessSnapshots: n < cg.latestSnapshotNum" );
|
2016-03-27 11:49:47 +02:00
|
|
|
}
|
|
|
|
cg.latestSnapshotNum = n;
|
|
|
|
}
|
|
|
|
|
|
|
|
// If we have yet to receive a snapshot, check for it.
|
|
|
|
// Once we have gotten the first snapshot, cg.snap will
|
|
|
|
// always have valid data for the rest of the game
|
|
|
|
while ( !cg.snap ) {
|
|
|
|
snap = CG_ReadNextSnapshot();
|
|
|
|
if ( !snap ) {
|
|
|
|
// we can't continue until we get a snapshot
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// set our weapon selection to what
|
|
|
|
// the playerstate is currently using
|
|
|
|
if ( !( snap->snapFlags & SNAPFLAG_NOT_ACTIVE ) ) {
|
|
|
|
CG_SetInitialSnapshot( snap );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// loop until we either have a valid nextSnap with a serverTime
|
|
|
|
// greater than cg.time to interpolate towards, or we run
|
|
|
|
// out of available snapshots
|
|
|
|
do {
|
|
|
|
// if we don't have a nextframe, try and read a new one in
|
|
|
|
if ( !cg.nextSnap ) {
|
|
|
|
snap = CG_ReadNextSnapshot();
|
|
|
|
|
|
|
|
// if we still don't have a nextframe, we will just have to
|
|
|
|
// extrapolate
|
|
|
|
if ( !snap ) {
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
CG_SetNextSnap( snap );
|
|
|
|
|
|
|
|
// if time went backwards, we have a level restart
|
|
|
|
if ( cg.nextSnap->serverTime < cg.snap->serverTime ) {
|
2023-04-30 00:02:16 +02:00
|
|
|
// only drop if this is not a restart or loadgame
|
|
|
|
if ( !( ( cg.nextSnap->snapFlags ^ cg.snap->snapFlags ) & SNAPFLAG_SERVERCOUNT ) ) {
|
|
|
|
cgi.Error( ERR_DROP, "CG_ProcessSnapshots: Server time went backwards" );
|
|
|
|
}
|
2016-03-27 11:49:47 +02:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// if our time is < nextFrame's, we have a nice interpolating state
|
|
|
|
if ( cg.time >= cg.snap->serverTime && cg.time < cg.nextSnap->serverTime ) {
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
// we have passed the transition from nextFrame to frame
|
|
|
|
CG_TransitionSnapshot();
|
|
|
|
} while ( 1 );
|
|
|
|
|
|
|
|
// assert our valid conditions upon exiting
|
|
|
|
if ( cg.snap == NULL ) {
|
2023-04-30 00:02:16 +02:00
|
|
|
cgi.Error( ERR_DROP, "CG_ProcessSnapshots: cg.snap == NULL" );
|
2016-03-27 11:49:47 +02:00
|
|
|
}
|
|
|
|
if ( cg.time < cg.snap->serverTime ) {
|
|
|
|
// this can happen right after a vid_restart
|
|
|
|
cg.time = cg.snap->serverTime;
|
|
|
|
}
|
|
|
|
if ( cg.nextSnap != NULL && cg.nextSnap->serverTime <= cg.time ) {
|
2023-04-30 00:02:16 +02:00
|
|
|
cgi.Error( ERR_DROP, "CG_ProcessSnapshots: cg.nextSnap->serverTime <= cg.time" );
|
2016-03-27 11:49:47 +02:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|